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Workaround for cubemap view data upload bug on Intel (#2539)
* Workaround for cubemap view data upload bug on Intel * Trigger CI
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1 changed files with 15 additions and 4 deletions
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@ -435,8 +435,19 @@ namespace Ryujinx.Graphics.OpenGL.Image
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private void ReadFrom(IntPtr data, int size)
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private void ReadFrom(IntPtr data, int size)
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{
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{
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TextureTarget target = Target.Convert();
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TextureTarget target = Target.Convert();
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int baseLevel = 0;
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// glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
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if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
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{
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(target, Storage.Handle);
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baseLevel = FirstLevel;
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}
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else
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{
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Bind(target, 0);
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Bind(target, 0);
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}
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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@ -457,7 +468,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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return;
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return;
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}
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}
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switch (Info.Target)
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switch (Target)
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{
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{
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case Target.Texture1D:
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case Target.Texture1D:
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if (format.IsCompressed)
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if (format.IsCompressed)
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@ -558,7 +569,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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{
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{
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GL.CompressedTexSubImage2D(
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GL.CompressedTexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + face,
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TextureTarget.TextureCubeMapPositiveX + face,
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level,
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baseLevel + level,
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0,
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0,
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0,
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0,
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width,
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width,
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@ -571,7 +582,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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{
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{
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GL.TexSubImage2D(
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GL.TexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + face,
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TextureTarget.TextureCubeMapPositiveX + face,
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level,
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baseLevel + level,
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0,
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0,
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0,
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0,
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width,
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width,
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